First of all, first post. Tried search, didn't find exactly what I was looking for, I apologize if I'm beating a dead horse. Also apologize if this the wrong forum. Introduced to Civ with SMAC, loved it, SMAC2 anyone? Also loved CivIII.
I know that this is not a realistic game in the way that a sim or wargame is a realistic game. However if one more person posts "I choose gameplay over realism" as if that was an argument ender, or even made sense, I'm going to explode. False choice, false choice, false choice.
This is a game in which a certain amount of realism is the foundation of the gameplay. Go beneath (or too far from) that minimum amount of realism and the gameplay falls apart.
Examples: The Roman emperor is Julius Caesar, not Qin Rosenbaum. Archers fire arrows from bows not bullets from slings. Horse units travel over most terrain at a faster pace then foot units. Battleships can only traverse water tiles. Bombers can affect enemy units without danger, except from certain AA units/interceptors.
Artillery fire, much like air/sea bombardment is indirect fire, not direct. Oh, wait, that last one isn’t true at all.
The above examples are not the way they are for gameplay, but because that’s the world works—and a game, a good game, was built around those facts. Certainly it’s abstracted and not simulated down to a very high level of detail, but things work the way the basically do in real life, except for artillery/siege units, which have Nothing to do with the unit they are named after. This completely breaks the sense of actually doing things in a real-type world. We might as well make Knights move two squares forward and one square diagonally and call it CivChess.
Again, I love abstractions and abstract games, but the artillery/siege units are not abstracted; they’re broken. No explanation (they represent ammunition, etc.) can bring them back to same level of realism/abstraction that the rest of the game sits at.
Now I understand that there were exploits in the old artillery model, but as I understand it the AI didn’t use them. Why should my SP experience be broken because some MP jackasses can’t keep themselves from exploiting a game engine weakness? Why can’t another solution be found? Same unit type limit in a single tile? Total unit limit in a single tile? Anything else then completely eliminating the unique nature and flavor of indirect fire units on the battlefield.
Flame on…
Disgruntled,
Mr. Lucky
I know that this is not a realistic game in the way that a sim or wargame is a realistic game. However if one more person posts "I choose gameplay over realism" as if that was an argument ender, or even made sense, I'm going to explode. False choice, false choice, false choice.
This is a game in which a certain amount of realism is the foundation of the gameplay. Go beneath (or too far from) that minimum amount of realism and the gameplay falls apart.
Examples: The Roman emperor is Julius Caesar, not Qin Rosenbaum. Archers fire arrows from bows not bullets from slings. Horse units travel over most terrain at a faster pace then foot units. Battleships can only traverse water tiles. Bombers can affect enemy units without danger, except from certain AA units/interceptors.
Artillery fire, much like air/sea bombardment is indirect fire, not direct. Oh, wait, that last one isn’t true at all.
The above examples are not the way they are for gameplay, but because that’s the world works—and a game, a good game, was built around those facts. Certainly it’s abstracted and not simulated down to a very high level of detail, but things work the way the basically do in real life, except for artillery/siege units, which have Nothing to do with the unit they are named after. This completely breaks the sense of actually doing things in a real-type world. We might as well make Knights move two squares forward and one square diagonally and call it CivChess.
Again, I love abstractions and abstract games, but the artillery/siege units are not abstracted; they’re broken. No explanation (they represent ammunition, etc.) can bring them back to same level of realism/abstraction that the rest of the game sits at.
Now I understand that there were exploits in the old artillery model, but as I understand it the AI didn’t use them. Why should my SP experience be broken because some MP jackasses can’t keep themselves from exploiting a game engine weakness? Why can’t another solution be found? Same unit type limit in a single tile? Total unit limit in a single tile? Anything else then completely eliminating the unique nature and flavor of indirect fire units on the battlefield.
Flame on…
Disgruntled,
Mr. Lucky
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